2022
Autores
Meirinhos, G; Martins, S; Peixoto, B; Monteiro, P; Gonsalves, G; Melo, M; Bessa, M;
Publicação
TEM JOURNAL-TECHNOLOGY EDUCATION MANAGEMENT INFORMATICS
Abstract
-This work presents a study on how an immersive virtual environment's level of interaction and fidelity can affect the quality of experience (QOE) in a real estate context. Four versions of the virtual space were created with the level of interaction and the level of fidelity varying between them. The QoE dimensions considered in this work are user satisfaction, lighting quality, interior space quality, and interaction features. The sample comprises 28 participants, of which 21 are men and 7 are women, aged between 18 and 29 years. Results show that, overall, the level of fidelity is more relevant when the level of interaction is low, assuming the movement around the apartment is statistically higher in high-fidelity experiences.
2022
Autores
Meirinhos, G; Bessa, M; Leal, C; Oliveira, M; Carvalho, A; Silva, R;
Publicação
ADMINISTRATIVE SCIENCES
Abstract
This paper explores the relationships among variables and determines the influences of dimensions (i.e., municipal satisfaction, organizational performance, perceived quality, contestations and complaints of the municipal executive) on the notoriety, image, and reputation (NIR) of municipal executives. We attempted to understand if citizens' opinions influenced the evaluations, recommendations, and contestations based on NIR. Parishes in the municipality of Valongo were selected and analysed, namely Alfena, Campo e Sobrado, Valongo, and Ermesinde; a total of 998 questionnaires were collected. It was concluded that all of the studied dimensions were statistically significant in the final structural estimated model. The structural results point to municipal satisfaction and contestations and complaints of municipal executives as having directly positive and statistically significant influences on NIR. Organizational performance and perceived quality have directly positive but not statistically significant influences on NIR. The results of this research suggest that obtaining the personal opinions of citizens (e.g., regarding the work performances of their mayors) allows citizens to feel heard and active in their municipalities. From the point of view of public executives, the results of this type of study could provide valid information that allows stakeholders to make political decisions that are appropriate for the interests of their communities (e.g., by listening to their citizens).
2022
Autores
Goncalves, G; Melo, M; Barbosa, L; Vasconcelos Raposo, J; Bessa, M;
Publicação
VIRTUAL REALITY
Abstract
The main goal of this paper is to investigate the effect of different types of self-representations through floating members (hands vs. hands + feet), virtual full body (hands + feet vs. full-body avatar), walking fidelity (static feet, simulated walking, real walking), and number of tracking points used (head + hands, head + hands + feet, head + hands + feet + hip) on the sense of presence and embodiment through questionnaires. The sample consisted of 98 participants divided into a total of six conditions in a between-subjects design. The HTC Vive headset, controllers, and trackers were used to perform the experiment. Users were tasked to find a series of hidden objects in a virtual environment and place them in a travel bag. We concluded that (1) the addition of feet to floating hands can impair the experienced realism (p = 0.039), (2) both floating members and full-body avatars can be used without affecting presence and embodiment (p > 0.05) as long as there is the same level of control over the self-representation, (3) simulated walking scores of presence and embodiment were similar when compared to static feet and real walking tracking data (p > 0.05), and (4) adding hip tracking overhead, hand and feet tracking (when using a full-body avatar) allows for a more realistic response to stimuli (p = 0.002) and a higher overall feeling of embodiment (p = 0.023).
2022
Autores
Machado, R; Rodrigues, R; Coelho, H; Melo, M; Barbosa, L; Bessa, M;
Publicação
2022 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI)
Abstract
Virtual reality (VR) is still a field that is in constant development, and people are trying to use it to have a close representation of reality by creating immersive environments. However, despite the existence of some tools that have been adapted to work with VR, they require some experience to work with, and there is a considerable amount of resources that need to be spent to create and maintain the VR experiences, which prevents the adoption and use of all the benefits that VR can bring. This work proposes an architecture for an authoring tool that allows users to create their own virtual experiences without the need for an extensive understanding of it and use them to create a virtual training exercise. This paper uses a case study built upon a real training context scenario applied to the agroforestry field. To validate this proposal, a prototype was built and subject to usability and satisfaction tests that demonstrated the ease of understanding and learning of the interfaces and all the functionalities implemented.
2022
Autores
Rodrigues, P; Coelho, H; Melo, M; Bessa, M;
Publicação
2022 INTERNATIONAL CONFERENCE ON GRAPHICS AND INTERACTION (ICGI)
Abstract
Virtual reality applications aimed at worker training to train professionals are more common with the virtual reality advancements observed in this day and age. More companies search for ways to improve the efficiency and efficacy of their training programs, whilst also reducing training costs. There are several training applications found in the literature, but not many focus on the theme of computer assembly, and only a few have options like an observer's menu or a scoring system. With that in mind, a training application for assembling computer towers was designed. This article will focus on the application's functionalities, the results of questionnaires made to evaluate its quality and usability and potential future work. The study realized had good results and a good, varied sample of volunteers, with a score of 93.4% in the custom-made questionnaire, a cyber-sickness (SSQ) score of 26.53%, a usability score (SUS) of 90% and a satisfaction (ASQ) score of 17.67%, being that a higher score is better in custom made and SUS questionnaires, and a lower score is better in the SSQ and ASQ questionnaires. Although this project is just a proof of concept, it focuses on a theme that will certainly be explored soon, with the rise of demand for training applications, the ever-growing gamer market, and workstations for the design of virtual reality applications, like the one described on this paper.
2022
Autores
Sousa, TB; Ferreira, HS; Correia, FF;
Publicação
IEEE TRANSACTIONS ON SOFTWARE ENGINEERING
Abstract
This work takes as a starting point a collection of patterns for engineering software for the cloud and tries to find how they are regarded and adopted by professionals. Existing literature assesses the adoption of cloud computing with a focus on business and technological aspects and falls short in grasping a holistic view of the underlying approaches. Other authors delve into how independent patterns can be discovered (mined) and verified, but do not provide insights on their adoption. We investigate (1) the relevance of the patterns for professional software developers, (2) the extent to which product and company characteristics influence their adoption, and (3) how adopting some patterns might correlate with the likelihood of adopting others. For this purpose, we survey practitioners using an online questionnaire (n = 102). Among other findings, we conclude that most companies use these patterns, with the overwhelming majority (97 percent) using at least one. We observe that the mean pattern adoption tends to increase as companies mature, namely when varying the product operation complexity, active monthly users, and company size. Finally, we search for correlations in the adoption of specific patterns and attempt to infer causation, providing further clues on how some practices depend or influence the adoption of others. We conclude that the adoption of some practices correlates with specific company and product characteristics, and find relationships between the patterns that were not covered by the original pattern language and which might deserve further investigation.
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